GOD DAMN IT THEY'RE EVERYWHERE
Exert your Mind and spend one minute. This Effect cannot be used unless Lazaro.
Summon a single drone at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 2 minions active at a time.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: The voices. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Through the use of psychic pinging, Sheriff Perkins can keep the minds of any observers distracted, allowing him to proceed through an area unseen and unheard.
Exert your Mind and spend an Action to activate.
You and any clothes or equipment you are wearing are obscured from sight for the next minute. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 dice penalty.
Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 hour.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
As you transform muscle and biomass starts growing from your shoulders, wrapping your arms in flesh creating new, stronger arms. As the flesh grows it emits steam. You now have disproportionate arms and huge fists.
“This new power is wild. It feels like all my rage and determination have come to life. When my shoulders start growing muscle and flesh, and steam hisses out, it's like my inner fire is bursting out. These huge, disproportionate arms and fists aren’t just about strength, they’re a statement.
It’s like the universe recognized my fight against the system and decided to give me a boost.”
Exert your Mind and spend an Action.
You transform into Human with huge arms for 30 minutes. You have access to all of your Powers while you are Human with huge arms, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
When Victor Vaugn first designed his signature super suits, he learnt of a way to transfer the kinetic energy that the wearer was producing into a sustainable and clean energy source; an energy source that Victor could take advantage of, activated by the subconscious response to the sense of danger, vocal command, or simply activating it through the suits control panel, the suit would transfer the built up power of the kinetic energy created through running, walking, fighting, etc on and over the wearers suit, creating a vividly colorful and transparent barrier extending only a few inches off the skin over the supersuit.
The barrier visually is a hexagonal grid in the shape of the users outline, the color of the barrier itself is dependent on the wearer and can be edited through the control panel to the wearers wishes
Exert your Mind and spend an Action. Roll Dexterity + Athletics at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Summon a single Non-Sapient, Animate Parrot at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
in the cold hour of winter midnight a man skulks the streets of Ontario. Hands bloodied, tucked deep within the pockets of his coat as he paces down the sleeted path, high above a raven circles above the man, croaking sonorously in the dead of night following the man to his home. Entering his home, the man sanitised his hands, his knob , burns his coat and jeans in the blaze of his furnace changing into a new attire befitting of the cold night. As soon as he lay on his chair a sudden "KRAK,KRAK,KRAK" reverberated . He looked and their lay the crow on the kitchen counter gawking at him with it's bottomless pits. As he moves for the window a "thud" followed by a sharp "shh" came from behind, before he could turn something lodged in his throat and pulled out, blood seeped down in the gallons. The man falls, a shadow of a human figure looms over him with a stillness matching that of the cold air.
Exert your Mind and spend an Action.
You transform into Raven until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. The equipment you are wearing does not transform with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.